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| author | raysan5 <[email protected]> | 2020-12-23 15:03:26 +0100 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2020-12-23 15:03:26 +0100 |
| commit | 0a9e0809989dc9239bfb6b3b333fa0e0e4531548 (patch) | |
| tree | feb1c55dc9e94862ea0993bdd42c91997b7199bc /src/text.c | |
| parent | 547960ca71f4c07c7f0fdd337937ec041f15abff (diff) | |
| download | raylib-0a9e0809989dc9239bfb6b3b333fa0e0e4531548.tar.gz raylib-0a9e0809989dc9239bfb6b3b333fa0e0e4531548.zip | |
Remove trailing spaces
Diffstat (limited to 'src/text.c')
| -rw-r--r-- | src/text.c | 10 |
1 files changed, 5 insertions, 5 deletions
@@ -499,7 +499,7 @@ Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int if (font.chars != NULL) { font.charsPadding = FONT_TTF_DEFAULT_CHARS_PADDING; - + Image atlas = GenImageFontAtlas(font.chars, &font.recs, font.charsCount, font.baseSize, font.charsPadding, 0); font.texture = LoadTextureFromImage(atlas); @@ -795,7 +795,7 @@ Image GenImageFontAtlas(const CharInfo *chars, Rectangle **charRecs, int charsCo void UnloadFontData(CharInfo *chars, int charsCount) { for (int i = 0; i < charsCount; i++) UnloadImage(chars[i].image); - + RL_FREE(chars); } @@ -847,7 +847,7 @@ void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSiz float scaleFactor = fontSize/font.baseSize; // Character quad scaling factor // Character destination rectangle on screen - // NOTE: We consider charsPadding on drawing + // NOTE: We consider charsPadding on drawing Rectangle dstRec = { position.x + font.chars[index].offsetX*scaleFactor - (float)font.charsPadding*scaleFactor, position.y + font.chars[index].offsetY*scaleFactor - (float)font.charsPadding*scaleFactor, (font.recs[index].width + 2.0f*font.charsPadding)*scaleFactor, @@ -855,9 +855,9 @@ void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSiz // Character source rectangle from font texture atlas // NOTE: We consider chars padding when drawing, it could be required for outline/glow shader effects - Rectangle srcRec = { font.recs[index].x - (float)font.charsPadding, font.recs[index].y - (float)font.charsPadding, + Rectangle srcRec = { font.recs[index].x - (float)font.charsPadding, font.recs[index].y - (float)font.charsPadding, font.recs[index].width + 2.0f*font.charsPadding, font.recs[index].height + 2.0f*font.charsPadding }; - + // Draw the character texture on the screen DrawTexturePro(font.texture, srcRec, dstRec, (Vector2){ 0, 0 }, 0.0f, tint); } |
